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oriondean

thinking about F&D beta.

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All RPGs have a shelf life of when characters become so competent they are nigh on impossible to challenge and become not terribly interesting to play.  This is hardly the first game to experience that syndrome.  If you hand wave more xp to begin with, you bring that time on sooner.

One solution to this would be to allow higher XP to start but to reduce the typical XP awards. This allows for front-loaded characters with the skills and talents that players really want for their concept and then slow growth/development from there. This fits with many books and movies where we see characters that are already rather experienced but don't show the rapid growth spurts we typically see with RPG characters. Some players will prefer this style while others like the one in the book better. It's a matter of taste.

 

 

Ooh, I really like this, actually. Maybe not for the next campaign, but probably the one after. Thanks for suggesting it!

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The only problem with the approach is that high level starting characters front load a lot of what they want, and what comes later becomes expensive, so when xp dribbles out, players can see little advancement at times depending on what they are doing with their characters.  5 xp a session is a good way to lengthen shelf life, but once you get past the first row in a tree or skill rank 1, there is only movement every other session, then longer as you move up from there.  The bottom line is it ends up requiring patience anyway.

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The only problem with the approach is that high level starting characters front load a lot of what they want, and what comes later becomes expensive, so when xp dribbles out, players can see little advancement at times depending on what they are doing with their characters.  5 xp a session is a good way to lengthen shelf life, but once you get past the first row in a tree or skill rank 1, there is only movement every other session, then longer as you move up from there.  The bottom line is it ends up requiring patience anyway.

That's not necessarily a problem so long as the player is starting out with the character that they really want to play rather than the character that may become what they really want to play sometime in the future. It's a different approach, and one that creates characters that are unlike what we typically see in RPGs and are instead more like characters from movies and books.

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All RPGs have a shelf life of when characters become so competent they are nigh on impossible to challenge and become not terribly interesting to play.  This is hardly the first game to experience that syndrome.  If you hand wave more xp to begin with, you bring that time on sooner.

Ok, so what is the line of demarcation for FFG?

 

Level 26

So the game breaks down at some point but it's a secret.

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The challenge I've had is encouraging players with high starting XP to still make balanced characters. I think my favorite example was actually during a playtest. The players made horrible combat monsters, that had no trouble owning on the ground. Then they had to negotiate with a Hutt crime boss, and while they ultimately got what they wanted, they had to sign over half the confederacy to get it...

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Please mr. Pirate, tell us more about the sabers!? :D

What kind? Basic, Double-bladed, Pike, Shoto, or Training??

 

If "all of the above" isn't an option, then I'll definitely go for the double-bladed info. :D

 

6/2, Encum 2, HP 4, Breach 1, Linked 1, Sunder, Unwieldy 2.

 

 What is the system for unwieldly? Or is it the same as inaccurate or cumbersome? 

and how much does the double LS cost?

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Cumbersome for Agility

 

 

 

 

 

Please mr. Pirate, tell us more about the sabers!? :D

What kind? Basic, Double-bladed, Pike, Shoto, or Training??

 

If "all of the above" isn't an option, then I'll definitely go for the double-bladed info. :D

 

6/2, Encum 2, HP 4, Breach 1, Linked 1, Sunder, Unwieldy 2.

 

 What is the system for unwieldly? Or is it the same as inaccurate or cumbersome? 
and how much does the double LS cost?

 

Cumbersome for Agility

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Has anyone asked how much the Force and Destiny Beta was at GenCon¿

It was $30 or $32...can't recall how much I gave my friend for picking it up for me, because I also paid for the Advanced Class Guide for Pathfinder, which was about $40.

I wonder about the various lightsaber forms. They all (except maybe Shii-cho?) provide a talent that allows using an alternate characteristic when using the Lightsaber skill. Some forms also have their own unique form talents, which if I've understood correctly specifies a Lightsaber check with the alternate characteristic listed in parenthesis, rather than just Lightsaber. This would, rightly so I think, mean that even if you learn various styles, to fully gain the benefits of form specific moves, like Makashi flourish (or whatever it's called), you have to use the alternate characteristic. Yes?

 

I like this, actually. It means that a character can work on multiple forms, but will be inherently better at one (probably) than with the other(s). That helps differentiate specialists--two people might both have Ataru and Soresu, but one might have an Agility of 5 and an Intellect of 2 or 3, while the other might have a 2 or 3 Agility and 5 Intellect.

 

Ultimately, you're only really talking about one or two talents per lightsaber form specialization.

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I like this, actually. It means that a character can work on multiple forms, but will be inherently better at one (probably) than with the other(s). 

 

Me too. Overall, I really like how they treated lightsaber forms as specialisations. It makes a lot of sense in the ruleset.

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I like this, actually. It means that a character can work on multiple forms, but will be inherently better at one (probably) than with the other(s). 

 

Me too. Overall, I really like how they treated lightsaber forms as specialisations. It makes a lot of sense in the ruleset.

 

Agreed! Now I just need about 2,000 XP...

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